dantedevil
Well-known member
I'm working in a special rolldrum for a boss, this rolldrums has a special behavior
Here are some tips of the behavior that I want to have:
1) As you see has 20 health, so when you hit with a simple blow the drum perform the fall a turn the opposite direction. But now can hit enemies and obstacles.
2) I you hit them with an attack of 20 or more, the drum it will be directly destroyed.
3) If the drum hit an enemy or an obstacle during play fall, it will be directly destroyed.
For some reason that I do not know, the script does not work for me to damage the enemies in the "amim fall", it does not work.
I've tried making different changes, but I can not get the drum to meet all the objectives.
Here are some tips of the behavior that I want to have:
1) As you see has 20 health, so when you hit with a simple blow the drum perform the fall a turn the opposite direction. But now can hit enemies and obstacles.
2) I you hit them with an attack of 20 or more, the drum it will be directly destroyed.
3) If the drum hit an enemy or an obstacle during play fall, it will be directly destroyed.
Code:
name Rollhdrum
health 20
type enemy
subtype arrow
gfxshadow 1
score 1000
hostile player
candamage player obstacle
noquake 1
nolife 1
flash flash
noatflash 1
#nodieblink 2
offscreenkill 200
diesound data/sounds/klunk.wav
subject_to_hole 1
no_adjust_base 0
speed 10
cantgrab 1
falldie 1
#palette data/chars/misc/obstacles/drum00b.png
defense normal44 0 200 01
defense normal45 0 200 01
anim spawn
loop 0
offset 42 52
bouncefactor 2
landframe 2
bbox 2 -20 77 79
hitfx data/sounds/klunk.wav
hitflash flash
jumpframe 0 0.5 1
attack13 2 0 77 59 10 1 1 0 0 15
delay 10
frame data/chars/misc/obstacles/rldrum01.png
delay 999
frame data/chars/misc/obstacles/rldrum01.png
sound data/sounds/klunk.wav
attack 0 0 0 0
delay 1
frame data/chars/misc/obstacles/rldrum01.png
anim idle
loop 1
#followanim 1
#followcond 1
offset 42 52
bouncefactor 2
bbox 2 -20 77 79
hitfx data/sounds/klunk.wav
hitflash flash
attack13 2 0 77 59 10 1 1 0 0 15
delay 10
frame data/chars/misc/obstacles/rldrum01.png
frame data/chars/misc/obstacles/rldrum02.png
attack 0 0 0 0
frame data/chars/misc/obstacles/rldrum03.png
frame data/chars/misc/obstacles/rldrum04.png
anim fall
loop 0
followanim 1
followcond 1
offset 42 52
bouncefactor 2
bbox 2 -20 77 79
hitfx data/sounds/klunk.wav
hitflash flash
attack13 2 0 77 59 15 1 1 0 0 15
delay 10
frame data/chars/misc/obstacles/rldrum01.png
@script
void self = getlocalvar("self");
changeentityproperty(self, "candamage", openborconstant("TYPE_ENEMY"), openborconstant("TYPE_OBSTACLE"));
@end_script
frame data/chars/misc/obstacles/rldrum01.png
frame data/chars/misc/obstacles/rldrum02.png
frame data/chars/misc/obstacles/rldrum03.png
frame data/chars/misc/obstacles/rldrum04.png
frame data/chars/misc/obstacles/rldrum01.png
frame data/chars/misc/obstacles/rldrum02.png
frame data/chars/misc/obstacles/rldrum03.png
frame data/chars/misc/obstacles/rldrum04.png
frame data/chars/misc/obstacles/rldrum01.png
frame data/chars/misc/obstacles/rldrum02.png
frame data/chars/misc/obstacles/rldrum03.png
frame data/chars/misc/obstacles/rldrum04.png
anim follow1
loop 0
delay 25
offset 28 82
frame data/chars/misc/obstacles/drum02.png
delay 5
frame data/chars/misc/empty
delay 25
frame data/chars/misc/obstacles/drum01.png
delay 5
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
@cmd killentity getlocalvar("self")
frame data/chars/misc/empty
anim death
loop 0
delay 25
offset 28 82
frame data/chars/misc/obstacles/drum02.png
delay 5
frame data/chars/misc/empty
delay 25
frame data/chars/misc/obstacles/drum01.png
delay 5
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
frame data/chars/misc/empty
frame data/chars/misc/obstacles/drum02.png
@cmd killentity getlocalvar("self")
frame data/chars/misc/empty
For some reason that I do not know, the script does not work for me to damage the enemies in the "amim fall", it does not work.
I've tried making different changes, but I can not get the drum to meet all the objectives.